Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby cthscr » 30 Aug 2022, 20:54

Merge Pack 2022-08-30 (mega)- nomedia, use with Media 2021 archive.

[*] Fixed Item:Randomize() and Item:InitSpecial() function (props to eksekk)
[*] Fixed crash when player casted Dispel Magic
[*] Fixed crashes when monster casted Spirit Lash (Inferno and Prismatic Light were potentially affected as well) - spell were fixed in MM8Patch 2.5 and old (and incorrect) Merge attempt to fix them became a problem
[*] Fixed Shiled party spell buff - now Shiled spell should actually affect incoming missiles
[*] Fixed Fire Spikes amount - player was allowed to cast the spell one extra time
[*] Fixed QBits of generated party members - no more troll in Adv. inn
[*] Fixed RosterBitIndex field of generated characters - can't tell if this has any actual effect
[*] Fixed monsters Day of Protection buff (props to eksekk again)
[*] Restored functionality of MMExtension quests (quest logs) and autonotes auto-indexing - so examples from MMExtension manual (and similar user quests) work again
[*] Fixed evt TotalCircusPrize variable
[*] Added evt HasNPCProfession and DaysCounterN variables (from MM6 events)
[*] Store Counters and DaysCounters evt variables per continent - previously MM7 and MM8 events could use the same variable
[*] Restored evt CounterN functionality - affected most of the long-timed events in MM7 and MM8
[*] Fixed and disabled previously non-worked original Dragon Tower events (Rodril has written special events for Towers years ago but didn't remove original ones)
[*] Fixed Player(4) [fifth party member] used instead of Current Player in MM6 and MM7 events
[*] Fixed PlayerBits overlap between MM6 and MM7 events - affects wells
[*] Chest with Trumpet now will be visible after map refill - previously it became invisible, blocking MM7 progress
[*] Incorporated most events fixes from MM8Patch since version 2.2 - excluding Cauri and Juggernauts

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rampage77t
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby rampage77t » 01 Sep 2022, 02:57

Can anyone tell me if anyone else has the wrong class names? For example the class with the skills of the thief is called dark dragon. Maybe I made a mistake at some point in the installation but I want to check it before making another change.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby cthscr » 03 Sep 2022, 20:29

rampage77t wrote: 01 Sep 2022, 02:57 Can anyone tell me if anyone else has the wrong class names? For example the class with the skills of the thief is called dark dragon. Maybe I made a mistake at some point in the installation but I want to check it before making another change.
"Do NOT mix branches."

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby darkdill » 04 Sep 2022, 01:12

cthscr wrote: 03 Aug 2022, 14:14
darkdill wrote: 29 Jul 2022, 23:58 Keep running into this one when fighting MM6 Master Swordsmen. Results in a CTD.
As you might have guessed, it's not 100% reproducible (for example, I've cleared Lair twice without crashes). So you didn't provided some crucial detail.
Luckily, there was another report which was reproducible. Commit 5ff7fe43.
Ahh, it was due to them trying to use Spirit Lash on me. Thanks for the fix.

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby justl » 04 Sep 2022, 20:39

cthscr wrote: 30 Aug 2022, 20:54 Merge Pack 2022-08-30 (mega)- nomedia, use with Media 2021 archive.
is for the comm-version or for both? (so i dont fall into mixing branches)
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby cthscr » 05 Sep 2022, 13:31

justl wrote: 04 Sep 2022, 20:39
cthscr wrote: 30 Aug 2022, 20:54 Merge Pack 2022-08-30 (mega)- nomedia, use with Media 2021 archive.
is for the comm-version or for both? (so i dont fall into mixing branches)
It's Base (aka 'rodril'). One can set up either (NOT both) Fixes ('rodril-fixes') or Revamp ('master') on top of it following installation instruction.

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ShadowLiberal
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby ShadowLiberal » 13 Sep 2022, 02:31

Not sure if is the right place to post it, but I noticed an odd bug earlier today in the Blackshire alchemist shop when using the latest patch.

It was the first time I traveled to Blackshire in this save, the first time I entered the shop everything was fine. But then I reloaded to a bit earlier to see if I could get better potion options, only to find the entire shop empty and a message to check back in 24 hours. I never even purchased anything at the shop in the first place.

I had previously played through the entire game with an earlier version of the patch, and I never encountered this issue before in any other shop.

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veselykralicek
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby veselykralicek » 13 Sep 2022, 18:59

Hello friends,

Thank you very much for your great job with Merge Mod.

But I have very big request to you (sorry for my bad English). Maybe I am the only one player in the world, but the main benefit of Merge Mod was for me a totaly full journal. In Merge Mod I expected all the awards, bonuses, obelisks, wells and fountains, just everything in one big encyclopedy. And full list of Awards completed from all three games (MM6, MM7 and MM8). But after completing first three maps from MM8 (Dagger Islands, Ravenshore and Alvar) and Emerald Island from MM7 and completing absolutely all the quests in these regions, I have only 3 completing quests in Awards (Finding missing persons on Emerald Island, Stopping Yellow Fever and Finding Rothnax), 5 Arcomage Wins and Collecting 4.500 in Bounties.

There are some completing quests in Journal - Miscellaneous (Finding Power Stone for Frederick Talimere, Killing all the Ogres in Alvar and Arcomage Wins in concrete pubs, Guild memberships)

But most of the completing quests is not recorded at all. The Seer advices from MM8 are not recorded in Journal too, unfortunately.

So, could you fix it, as it was in originally game, please? I want to have all the completed quests in my Awards screen, it's the main reason to play Merge Mod for me. I like to look at full list of my awards, my completed quests. I know - Winning Arcomage in concrete pubs or Guild Memberships are OK in Journal - Miscellaneous, I think, it is good idea from you. Because it's not so important for conrete Arcomage Wins or Guild Memberships to be in Awards, but all completed main and side quests definitely yes. As it was in originally MM8.

So, could you fix Awards screen for completed quests, please?

adbueno18
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby adbueno18 » 16 Sep 2022, 05:09

Reporting a bug. I have the merge mod installed on my Steam Deck, plays fantastically! The only issue I am running into is that Turn Based mode fails to ever work/trigger. I can map "Enter"/"Return" to any key/button on the Deck, or change the key in game to any key and map accordingly, and it will not work. Appears to be a bug with the mod. Regardless of which continent I start, what characters, or button mapping, the game will not enter turn based mode unfortunately. Any ideas or things I can try to test out to fix this? Thank you!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Gruslik » 22 Sep 2022, 09:34

Hello!
Could you help me?
I already went through parts 6,7 and 8, through this mod, but on patch 2.4.1. Now I decided to replay, and put the latest patch. I don’t know if this is related to the patch or something else, but when I press the attack button (it doesn’t matter how, through the button on the keyboard or through the mouse 1), the game crashes. How to fix it?

PS: When I returned the MMPatch 2.4.1 patch again - everything worked! But how to play with the new patch?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Tomsod » 22 Sep 2022, 11:34

Have you also updated Merge to the latest version? If not, do so.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Gruslik » 22 Sep 2022, 12:07

Tomsod wrote: 22 Sep 2022, 11:34 Have you also updated Merge to the latest version? If not, do so.
No, I tried it now, it seems to work, but I'm not sure that everything was installed with me, and the old version was not left. How can I see the version of the mods?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Eksekk » 22 Sep 2022, 13:08

Gruslik wrote: 22 Sep 2022, 12:07
Tomsod wrote: 22 Sep 2022, 11:34 Have you also updated Merge to the latest version? If not, do so.
No, I tried it now, it seems to work, but I'm not sure that everything was installed with me, and the old version was not left. How can I see the version of the mods?
Open console with ctrl + f1, paste

Code: Select all

Merge.Version
and press ctrl + enter. You'll get back installed pack date in form YYYYMMDD, as well as fork name if you used one (revamp for example).
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby C-Tzar » 22 Sep 2022, 22:32

Sean1s wrote: 31 Jul 2022, 16:34
Maslyonok wrote: 30 Jul 2022, 08:51
rampage77t wrote: 29 Jul 2022, 15:29

On Dagger Wound Island where later in the story there is a pirate post, there is a pointed stone, by clicking on it the witch's body appears and there you can revive her for the mission
Ok, but nothing happens then I clicking on it. I tried it with Necromancer in my team and without. Or should I have Sorcerer to complete the quest?
The witch's corpse should appear. It should be reanimated (with the spell "Reanimate") and lead her to Avershara.
I'm at that spot, and I see the mentioned pointy rock, but clicking it does nothing. Does the witch corpse not show up until you get to the part of the story where the pirate post is there?

I seem to recall there was a dead peasant there at one point, but it didn't say anything about a witch or prophetess, just "peasant" and it's gone now.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Gruslik » 23 Sep 2022, 07:03

Eksekk wrote: 22 Sep 2022, 13:08
Gruslik wrote: 22 Sep 2022, 12:07
Tomsod wrote: 22 Sep 2022, 11:34 Have you also updated Merge to the latest version? If not, do so.
No, I tried it now, it seems to work, but I'm not sure that everything was installed with me, and the old version was not left. How can I see the version of the mods?
Open console with ctrl + f1, paste

Code: Select all

Merge.Version
and press ctrl + enter. You'll get back installed pack date in form YYYYMMDD, as well as fork name if you used one (revamp for example).
Version 20220830. Apparently the most recent.
The problem is that I went through the old version, without any bugs at all. And in this version, then one problem, then another.
Either crashes from the game when I just walk around the world map, then there are either sooooo long moves of monsters during a tactical battle, or even endless ones. How can this be fixed?

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floydnexus
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby floydnexus » 30 Sep 2022, 07:21

Hi,
I don't know if it's the right place to post this because I don't know if the problem is relative to the merge version or not but I play in turn based combat mod with the merge (mm6 for now) and in certain area (the temple of baa of the main quest for instance is the worst) the combat is stuck. I can't go back to real time mod or so anything else than save and reaload (then I'm again in real time mod) and hope (finger crossed) that when I press enter again, no enemy get stuck somewhere.
I was ok to play like that but I just realized that I spend more time to save and reload than really fight. Real time combat mod is not an option for me.
Is there anything that can be done about it? a console command maybe? Am I the only one whe experience this kind of things?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Karin » 30 Sep 2022, 14:34

Hi all. Can anyone tell me how I can create a character that combines the abilities of, for example, a Vampire and a Dark Elf? I chose the Vampire portrait and the Deerslayer class. However, I can't level up to Vampire Master. I chose Dark Elf portrait and Vampire class. Can't even upgrade to Vampire Specialist. I use Merge Revamp.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby cthscr » 01 Oct 2022, 11:17

floydnexus wrote: I don't know if it's the right place to post this because I don't know if the problem is relative to the merge version or not but I play in turn based combat mod with the merge (mm6 for now) and in certain area (the temple of baa of the main quest for instance is the worst) the combat is stuck. I can't go back to real time mod or so anything else than save and reaload (then I'm again in real time mod) and hope (finger crossed) that when I press enter again, no enemy get stuck somewhere.
You can try disable Improved Pathfinding (Menu - Controls - Extra settings (image)). I doubt it's the reason of an issue (IIRC I sometimes seen it in MM6 [with MMExtension]) but might amplify its probability.
Karin wrote: 30 Sep 2022, 14:34 Can anyone tell me how I can create a character that combines the abilities of, for example, a Vampire and a Dark Elf?
Only via debug console. Ctrl+F1, Party[0].Attrs.Race=const.Race.VampireDarkElf, Ctrl+Enter.
During character creation stage any currently selected member is Party[0]. Later they are from Party[0] till Party[4].

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Xfing
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Xfing » 01 Oct 2022, 21:46

Friendly quarterly reminder that the White Potion of Protection from Magic casts the spell on the entire party even when one person drinks it. I would therefore once again like to propose to change this potion to the only other spell effect I could think of that can affect a single character - Pain Reflection. It feels like a break in immersion and suspension of disbelief that a potion can affect the entire party, since all potions have only ever affected the drinker. It's kinda like the "Water Breathing" effect is separate for the potion, instead of casting the Water Walk spell - which once again, affects the entire party. So there could be an alternative like this, but it would require coding in a separate, equivalent effect for Protection from Magic, but one only affecting the drinker.

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floydnexus
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby floydnexus » 04 Oct 2022, 07:42

cthscr wrote: 01 Oct 2022, 11:17
floydnexus wrote: I don't know if it's the right place to post this because I don't know if the problem is relative to the merge version or not but I play in turn based combat mod with the merge (mm6 for now) and in certain area (the temple of baa of the main quest for instance is the worst) the combat is stuck. I can't go back to real time mod or so anything else than save and reaload (then I'm again in real time mod) and hope (finger crossed) that when I press enter again, no enemy get stuck somewhere.
You can try disable Improved Pathfinding (Menu - Controls - Extra settings (image)). I doubt it's the reason of an issue (IIRC I sometimes seen it in MM6 [with MMExtension]) but might amplify its probability.
Karin wrote: 30 Sep 2022, 14:34 Can anyone tell me how I can create a character that combines the abilities of, for example, a Vampire and a Dark Elf?
Only via debug console. Ctrl+F1, Party[0].Attrs.Race=const.Race.VampireDarkElf, Ctrl+Enter.
During character creation stage any currently selected member is Party[0]. Later they are from Party[0] till Party[4].
I did and for now it's working a lot better, finger crossed. Thank you very much. :)


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